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  • Do game-theoretic considerations stand in the way of this market-based game-mechanic achieving its goals?

    - by BerndBrot
    Mechanic The mechanic is called "market manipulation" and is supposed to work like this: Players can enter the London Stock Exchange (LSE) LSE displays the stock prices of 8 to 10 companies and derivatives. This number is relatively small to ensure that players will collide in their efforts to manipulate the market in their favor. The prices are calculated based on real world prices of these companies and derivatives (in real time) any market manipulations that were conducted by the players any market corrections of the system Players can buy and sell shares with cash, a resource in the game, at current in-game market value Players can manipulate the market, i.e. let the price of a share either rise or fall, by some amount, over a certain period of time. Manipulating the market requires spending certain in-game resources and is therefore limited. The system continuously corrects market manipulations by letting the in-game prices converge towards their real world counterparts at a rate of 2% of the difference between the two per hour. Because of this market correction mechanism, pushing up prices (and screwing down prices) becomes increasingly difficult the higher (lower) the price already is. Goals Players are supposed to collide (and have incentives to collide) in their efforts to manipulate the market in their favor, especially when it comes to manipulation efforts by different groups. Prices should not resolve around any equilibrium points. The more variance the better. Band-wagoning should always involve risk (recognizing that prices start rising should not be a sure sign that they will keep rising so that everybody can make easy profits even when they don't manipulate the market themselves) Question Are there any game-theoretic considerations that prevent the mechanic from achieving these goals?

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  • Understanding MotionEvent to implement a virtual DPad and Buttons on Android (Multitouch)

    - by Fabio Gomes
    I once implemented a DPad in XNA and now I'm trying to port it to android, put, I still don't get how the touch events work in android, the more I read the more confused I get. Here is the code I wrote so far, it works, but guess that it will only handle one touch point. public boolean onTouchEvent(MotionEvent event) { if (event.getPointerCount() == 0) return true; int touchX = -1; int touchY = -1; pressedDirection = DPadDirection.None; int actionCode = event.getAction() & MotionEvent.ACTION_MASK; if (actionCode == MotionEvent.ACTION_UP) { if (event.getPointerId(0) == idDPad) { pressedDirection = DPadDirection.None; idDPad = -1; } } else if (actionCode == MotionEvent.ACTION_DOWN || actionCode == MotionEvent.ACTION_MOVE) { touchX = (int)event.getX(); touchY = (int)event.getY(); if (rightRect.contains(touchX, touchY)) pressedDirection = DPadDirection.Right; else if (leftRect.contains(touchX, touchY)) pressedDirection = DPadDirection.Left; else if (upRect.contains(touchX, touchY)) pressedDirection = DPadDirection.Up; else if (downRect.contains(touchX, touchY)) pressedDirection = DPadDirection.Down; if (pressedDirection != DPadDirection.None) idDPad = event.getPointerId(0); } return true; } The logic is: Test if there is a "DOWN" or "MOVED" event, then if one of this events collides with one of the 4 rectangles of my DPad, I set the pressedDirectin variable to the side of the touch event, then I read the DPad actual pressed direction in my Update() event on another class. The thing I'm not sure, is how do I get track of the touch points, I store the ID of the touch point which generated the diretion that is being stored (last one), so when this ID is released I set the Direction to None, but I'm really confused about how to handle this in android, here is the code I had in XNA: public override void Update(GameTime gameTime) { PressedDirection = DpadDirection.None; foreach (TouchLocation _touchLocation in TouchPanel.GetState()) { if (_touchLocation.State == TouchLocationState.Released) { if (_touchLocation.Id == _idDPad) { PressedDirection = DpadDirection.None; _idDPad = -1; } } else if (_touchLocation.State == TouchLocationState.Pressed || _touchLocation.State == TouchLocationState.Moved) { _intersectRect.X = (int)_touchLocation.Position.X; _intersectRect.Y = (int)_touchLocation.Position.Y; _intersectRect.Width = 1; _intersectRect.Height = 1; if (_intersectRect.Intersects(_rightRect)) PressedDirection = DpadDirection.Right; else if (_intersectRect.Intersects(_leftRect)) PressedDirection = DpadDirection.Left; else if (_intersectRect.Intersects(_upRect)) PressedDirection = DpadDirection.Up; else if (_intersectRect.Intersects(_downRect)) PressedDirection = DpadDirection.Down; if (PressedDirection != DpadDirection.None) { _idDPad = _touchLocation.Id; continue; } } } base.Update(gameTime); } So, first of all: Am I doing this correctly? if not, why? I don't want my DPad to handle multiple directions, but I still didn't get how to handle the multiple touch points, is the event called for every touch point, or all touch points comes in a single call? I still don't get it.

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  • SQLAuthority News – Android Efficiency Tips and Tricks – Personal Technology Tip #003

    - by pinaldave
    I use my phone for lots of things.  I use it mainly to replace my tablet – I can e-mail, take and edit photos, and do almost everything I can do on a laptop with this phone.  And I am sure that there are many of you out there just like me.  I personally have a Galaxy S3, which uses the Android operating system, and I have decided to feature it as the third installment of my Technology Tips and Tricks series. 1) Shortcut to your favorite contacts on home screen Access your most-called contacts easily from your home screen by holding your finger on any empty spot on the home screen.  A menu will pop up that allows you to choose Shortcuts, and Contact.  You can scroll through your contact list and then just tap on the name of the person you want to be able to dial with a single click. 2) Keep track of your data usage Yes, we all should keep a close eye on our data usage, because it is very easy to go over our limits and then end up with a giant bill at the end of the month.  Never get surprised when you open that mobile phone envelope again.  Go to Settings, then Data Usage, and you can find a quick rundown of your usage, how much data each app uses, and you can even set alarms to let you know when you are nearing the limits.   Better yet, you can set the phone to stop using data when it reaches a certain limit. 3) Bring back Good Grammar We often hear proclamations about the downfall of written language, and how texting abbreviations, misspellings, and lack of punctuation are the root of all evil.  Well, we can show all those doomsdayers that all is not lost by bringing punctuation back to texting.  Usually we leave it off when we text because it takes too long to get to the screen with all the punctuation options.  But now you can hold down the period (or “full stop”) button and a list of all the commonly-used punctuation marks will pop right up. 4) Apps, Apps, Apps and Apps And finally, I cannot end an article about smart phones without including a list of my favorite apps.  Here are a list of my Top 10 Applications on my Android (not counting social media apps). Advanced Task Killer – Keeps my phone snappy by closing un-necessary apps WhatsApp - my favorite alternate to Text SMS Flipboard - my ‘timepass’ moments Skype – keeps me close to friends and family GoogleMaps - I am never lost because of this one thing Amazon Kindle – Books my best friends DropBox - My data always safe Pluralsight Player – Learning never stops for me Samsung Kies Air – Connecting Phone to Computer Chrome – Replacing default browser I have not included any social media applications in the above list, but you can be sure that I am linked to Twitter, Facebook, Google+, LinkedIn, and YouTube. Reference: Pinal Dave (http://blog.SQLAuthority.com)   Filed under: Best Practices, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority News, T SQL, Technology Tagged: Android, Personal Technology

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  • SQLAuthority News – Android Efficiency Tips and Tricks – Personal Technology Tip

    - by pinaldave
    I use my phone for lots of things.  I use it mainly to replace my tablet – I can e-mail, take and edit photos, and do almost everything I can do on a laptop with this phone.  And I am sure that there are many of you out there just like me.  I personally have a Galaxy S3, which uses the Android operating system, and I have decided to feature it as the third installment of my Technology Tips and Tricks series. 1) Shortcut to your favorite contacts on home screen Access your most-called contacts easily from your home screen by holding your finger on any empty spot on the home screen.  A menu will pop up that allows you to choose Shortcuts, and Contact.  You can scroll through your contact list and then just tap on the name of the person you want to be able to dial with a single click. 2) Keep track of your data usage Yes, we all should keep a close eye on our data usage, because it is very easy to go over our limits and then end up with a giant bill at the end of the month.  Never get surprised when you open that mobile phone envelope again.  Go to Settings, then Data Usage, and you can find a quick rundown of your usage, how much data each app uses, and you can even set alarms to let you know when you are nearing the limits.   Better yet, you can set the phone to stop using data when it reaches a certain limit. 3) Bring back Good Grammar We often hear proclamations about the downfall of written language, and how texting abbreviations, misspellings, and lack of punctuation are the root of all evil.  Well, we can show all those doomsdayers that all is not lost by bringing punctuation back to texting.  Usually we leave it off when we text because it takes too long to get to the screen with all the punctuation options.  But now you can hold down the period (or “full stop”) button and a list of all the commonly-used punctuation marks will pop right up. 4) Apps, Apps, Apps and Apps And finally, I cannot end an article about smart phones without including a list of my favorite apps.  Here are a list of my Top 10 Applications on my Android (not counting social media apps). Advanced Task Killer – Keeps my phone snappy by closing un-necessary apps WhatsApp - my favorite alternate to Text SMS Flipboard - my ‘timepass’ moments Skype – keeps me close to friends and family GoogleMaps - I am never lost because of this one thing Amazon Kindle – Books my best friends DropBox - My data always safe Pluralsight Player – Learning never stops for me Samsung Kies Air – Connecting Phone to Computer Chrome – Replacing default browser I have not included any social media applications in the above list, but you can be sure that I am linked to Twitter, Facebook, Google+, LinkedIn, and YouTube. Reference: Pinal Dave (http://blog.SQLAuthority.com)   Filed under: Best Practices, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority News, T SQL, Technology Tagged: Android, Personal Technology

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  • can anyone help me through the preparation of Eclipse IDE for android developer in ubuntu 12.04?

    - by csbl
    I'm new to to Linux, in this particular case, to Ubuntu. I have a small android project I have to finnish until this Friday and I'm still stuck with the install and preparing of the development envrironment. The only thing I did was install the Eclipse IDE. I'm still missing the SDK, JAVA and anything else that might be needed. Can someone help me through this? It's only because I'm running out of time to develop, or else I would embarc on a deeper investigation of this OS. I tried the step to install android platforms, through Eclispe-Help-Install New Software, and I got the follwoing error messages, at the end of the process: [2012-06-06 17:35:56 - adb] /home/catia/android-sdks/platform-tools/adb: error while loading shared libraries: libncurses.so.5: cannot open shared object file: No such file or directory [2012-06-06 17:35:56 - adb] 'adb version' failed! /home/catia/android-sdks/platform-tools/adb: error while loading shared libraries: libncurses.so.5: cannot open shared object file: No such file or directory [2012-06-06 17:35:56 - adb] Failed to parse the output of 'adb version': Standard Output was: Error Output was: /home/catia/android-sdks/platform-tools/adb: error while loading shared libraries: libncurses.so.5: cannot open shared object file: No such file or directory [2012-06-06 17:35:56 - adb] /home/catia/android-sdks/platform-tools/adb: error while loading shared libraries: libncurses.so.5: cannot open shared object file: No such file or directory [2012-06-06 17:35:56 - adb] 'adb version' failed! /home/catia/android-sdks/platform-tools/adb: error while loading shared libraries: libncurses.so.5: cannot open shared object file: No such file or directory [2012-06-06 17:35:56 - adb] Failed to parse the output of 'adb version': Standard Output was: Error Output was: /home/catia/android-sdks/platform-tools/adb: error while loading shared libraries: libncurses.so.5: cannot open shared object file: No such file or directory Can anyone help, please??

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  • Implementing a listview inside a sliding drawer with a listview already present

    - by Parker
    I have an app whose main class extends ListActivity: public class GUIPrototype extends ListActivity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); final Cursor c = managedQuery(People.CONTENT_URI, null, null, null, null); String[] from = new String[] {People.NAME}; int[] to = new int[] { R.id.row_entry }; SimpleCursorAdapter adapter = new SimpleCursorAdapter(this,R.layout.drawer,c,from,to); setListAdapter(adapter); getListView().setTextFilterEnabled(true); } } I have a sliding drawer included in my XML, and I'm trying to get a separate listview to appear in the sliding drawer. I'm trying to populate the second listview using an inflater: View inflatedView = View.inflate(this, R.layout.main, null); ListView namesLV = (ListView) inflatedView.findViewById(R.id.content); String[] names2 = new String[] { "CS 345", "New Tag", "Untagged" }; ArrayAdapter<String> bb = new ArrayAdapter<String>(this, R.layout.main, R.id.row_entry, names2); namesLV.setAdapter(bb); This compiles, and runs, but the slidingdrawer is completely blank. My XML follows: <SlidingDrawer android:id="@+id/drawer" android:handle="@+id/handle" android:content="@+id/content" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="vertical" android:layout_gravity="bottom"> <ImageView android:id="@id/handle" android:layout_width="48px" android:layout_height="48px" android:background="@drawable/icon"/> <ListView android:layout_width="fill_parent" android:layout_height="wrap_content" android:id="@id/content"/> </SlidingDrawer> I feel like I'm missing a vital step. I haven't found any resources on my problem by Googling, so any help would be greatly appreciated.

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  • How to I tell my own custom Spinner Layout to use my Theme?

    - by jax
    How to I tell my own custom Spinner Layout to use my Theme? Style: <style name="SpinnerText" parent="@android:style/Widget.TextView.SpinnerItem"> <item name="android:textAppearance">@style/AnswerTextElement</item> <item name="android:gravity">center_vertical|center_horizontal</item> </style> Theme: <style name="ApplicationTheme" parent="android:style/Theme.NoTitleBar"> <item name="android:buttonStyle">@style/Button</item> <item name="android:spinnerStyle">@style/Spinner</item> <item name="android:spinnerItemStyle">@style/SpinnerText</item> </style> This works for default Spinners, however does not work with my custom layout: <RelativeLayout android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android"> <TextView android:layout_height="wrap_content" android:id="@+id/text1" android:text="label name" android:layout_width="fill_parent" android:layout_toLeftOf="@+id/check1"></TextView> <CheckBox android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/check1" android:layout_alignParentRight="true" android:clickable="false" android:focusable="false" android:focusableInTouchMode="false" style="@style/CheckBoxPlainBackground"></CheckBox> </RelativeLayout>

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  • Subclassing ViewPager Breaks Animation

    - by Ryan Thomas
    In my Android application I have an activity which uses a view pager to display 4+ pages (Fragments). I implemented buttons on each screen that move between pages by calling: pager.setCurrentItem(position, true); The view pager and fragments are all working as I desired. I then began looking for a solution to disable user swiping between pages so that the transition between pages in handled by the buttons only. The solution I found was mentioned in a few stackoverflow articles as well as This Blog that suggest subclassing the view pager to intercept touch events to disable swiping. I followed those examples by subclassing the view pager class as follows: public class ViewPager extends android.support.v4.view.ViewPager { private boolean enabled; public ViewPager(Context context, AttributeSet attrs) { super(context, attrs); this.enabled = true; } @Override public boolean onTouchEvent(MotionEvent event) { if (this.enabled) { return super.onTouchEvent(event); } return false; } @Override public boolean onInterceptTouchEvent(MotionEvent event) { if (this.enabled) { return super.onInterceptTouchEvent(event); } return false; } public void setSwipingEnabled(boolean enabled) { this.enabled = enabled; } } Using the subclassed view pager and calling setSwipingEnabled(false) works as was desired. The user can no longer move between pages with swipe gestures and I can still move between pages via button clicks by calling setCurrentItem(int position, boolean smoothScroll). However using the subclass breaks the animation between pages. When I call setCurrentItem(position, true) with android.support.v4.view.ViewPager I get very clean scrolling animations between pages. When I make the same call using the subclass the screen has a very brief 'flash' and then automatically draws the new page. I would like to know how to fix the animation while retaining the ability to disable user swiping between pages. I greatly appreciate any help with this. Let me know if you need any additional information. So far I have tested using a Samsung device running 2.3.5 and an AVD emulator targeting Android 2.3.3.

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  • How to make dialog to look like ICS theme

    - by Naruto
    from service i'm creating a dialog via a dummy activity. Here i'm able to see black background, overall the theme of dialog looks like Android V 2.2. My application minimum API level is 8, if i use holo theme it says i need min api level as 14. Here is the code i used to create dialog. How to get ICS theme dialog. public class PreviewDialog extends Activity{ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Show the popup dialog showDialog(0); } @Override protected Dialog onCreateDialog(int id) { super.onCreateDialog(id); // Build the dialog AlertDialog.Builder alert = new AlertDialog.Builder(this); alert.setTitle("ALARM REMINDER"); alert.setMessage("Its time for the alarm "); alert.setCancelable(false); alert.setPositiveButton("Dismiss", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int whichButton) { GoogleTaskPreviewDialog.this.finish(); } }); // Create and return the dialog AlertDialog dlg = alert.create(); return dlg; } } MY manifest file entry <activity android:name="PreviewDialog" android:theme="@android:style/Theme.Translucent.NoTitleBar"></activity>

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  • Android XML Parser isnt working

    - by Bram
    I am writing an android application with a XML parser. I have a parser that used to work but when I run it it isnt doing anything. This is my class: import java.net.URL; import javax.xml.parsers.DocumentBuilder; import javax.xml.parsers.DocumentBuilderFactory; import org.w3c.dom.Document; import org.w3c.dom.Element; import org.w3c.dom.Node; import org.w3c.dom.NodeList; import org.xml.sax.InputSource; import android.app.Activity; import android.os.Bundle; import android.widget.LinearLayout; import android.widget.TextView; import android.widget.Toast; public class XMLParsingUsingDomeActivity extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); LinearLayout layout = new LinearLayout(this); layout.setOrientation(1); TextView ID[]; TextView vraag[]; TextView category[]; TextView a1[]; TextView p1[]; TextView a2[]; TextView p2[]; TextView a3[]; TextView p3[]; try { URL url = new URL( "http://128.140.217.126/vragen.xml"); DocumentBuilderFactory dbf = DocumentBuilderFactory.newInstance(); DocumentBuilder dbu= dbf.newDocumentBuilder(); Document doc = dbu.parse(new InputSource(url.openStream())); doc.getDocumentElement().normalize(); NodeList nodeList = doc.getElementsByTagName("item"); ID = new TextView[nodeList.getLength()]; vraag = new TextView[nodeList.getLength()]; category = new TextView[nodeList.getLength()]; a1 = new TextView[nodeList.getLength()]; p1 = new TextView[nodeList.getLength()]; a2 = new TextView[nodeList.getLength()]; p2 = new TextView[nodeList.getLength()]; a3 = new TextView[nodeList.getLength()]; p3 = new TextView[nodeList.getLength()]; for (int i = 0; i < nodeList.getLength(); i++) { Node node = nodeList.item(i); ID[i] = new TextView(this); vraag[i] = new TextView(this); category[i] = new TextView(this); a1[i] = new TextView(this); p1[i] = new TextView(this); a2[i] = new TextView(this); p2[i] = new TextView(this); a3[i] = new TextView(this); p3[i] = new TextView(this); Element fstElmnt = (Element) node; NodeList nameList = fstElmnt.getElementsByTagName("ID"); Element nameElement = (Element) nameList.item(0); nameList = nameElement.getChildNodes(); ID[i].setText(((Node) nameList.item(0)).getNodeValue()); NodeList vraagList = fstElmnt.getElementsByTagName("vraag"); Element vraagElement = (Element) vraagList.item(0); vraagList = vraagElement.getChildNodes(); vraag[i].setText(((Node) vraagList.item(0)).getNodeValue()); NodeList a1List = fstElmnt.getElementsByTagName("a1"); Element a1Element = (Element) a1List.item(0); a1List = a1Element.getChildNodes(); a1[i].setText(((Node) a1List.item(0)).getNodeValue()); NodeList p1List = fstElmnt.getElementsByTagName("p1"); Element p1Element = (Element) p1List.item(0); p1List = p1Element.getChildNodes(); p1[i].setText(((Node) p1List.item(0)).getNodeValue()); NodeList a2List = fstElmnt.getElementsByTagName("a2"); Element a2Element = (Element) a2List.item(0); a2List = a2Element.getChildNodes(); a2[i].setText(((Node) a2List.item(0)).getNodeValue()); NodeList p2List = fstElmnt.getElementsByTagName("p2"); Element p2Element = (Element) p2List.item(0); p2List = p2Element.getChildNodes(); p2[i].setText(((Node) p2List.item(0)).getNodeValue()); NodeList a3List = fstElmnt.getElementsByTagName("a3"); Element a3Element = (Element) a3List.item(0); a3List = a3Element.getChildNodes(); a3[i].setText(((Node) a3List.item(0)).getNodeValue()); NodeList p3List = fstElmnt.getElementsByTagName("p3"); Element p3Element = (Element) p3List.item(0); p3List = p3Element.getChildNodes(); p3[i].setText(((Node) p3List.item(0)).getNodeValue()); layout.addView(category[i]); Toast.makeText(this, "ID: " + i + "\n" + "Vraag: " + ((Node) vraagList.item(0)).getNodeValue() + "\n" + "A1: " + ((Node) a1List.item(0)).getNodeValue() + "\n" + "P2: " + ((Node) p1List.item(0)).getNodeValue() + "\n" + "A2: " + ((Node) a2List.item(0)).getNodeValue() + "\n" + "P2: " + ((Node) p2List.item(0)).getNodeValue() + "\n" + "A3: " + ((Node) a3List.item(0)).getNodeValue() + "\n" + "P3: " + ((Node) p3List.item(0)).getNodeValue(), Toast.LENGTH_LONG).show(); } } catch (Exception e) { System.out.println("XML Pasing Excpetion = " + e); } /** Set the layout view to display */ setContentView(layout); } } And my manifest: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="your.pace.namace" android:versionCode="1" android:versionName="1.0" > <uses-sdk android:minSdkVersion="10" /> <uses-permission android:name="android.permission.INTERNET"></uses-permission> <application android:icon="@drawable/ic_launcher" android:label="@string/app_name" > <activity android:name=".XMLParsingUsingDomeActivity" android:label="@string/app_name" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> </manifest> And the logcat output is worthless. I didnt change the code but its just not working anymore.

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  • Android passing an arraylist back to parent activity

    - by Nicklas O
    Hi there. I've been searching for a simple example of this with no luck. In my android application I have two activities: 1. The main activity which is launched at startup 2. A second activity which is launched by pressing a button on the main activty. When the second activity is finished (by pressing a button) I want it to send back an ArrayList of type MyObject to the main activity and close itself, which the main activity can then do whatever with it. How would I go about achieving this? I have been trying a few things but it is crashing my application when I start the second activity. When the user presses button to launch second activity: Intent i = new Intent(MainActivity.this, secondactivity.class); startActivityForResult(i, 1); The array which is bundled back after pressing a button on the second activity: Intent intent= getIntent(); Bundle b = new Bundle(); b.putParcelableArrayList("myarraylist", mylist); intent.putExtras(b); setResult(RESULT_OK, intent); finish(); And finally a listener on the main activity (although I'm not sure of 100% when this code launches...) protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); if(resultCode==RESULT_OK && requestCode==1){ Bundle extras = data.getExtras(); final ArrayList<MyObject> mylist = extras.getParcelableArrayList("myarraylist"); Toast.makeText(MainActivity.this, mylist.get(0).getName(), Toast.LENGTH_SHORT).show(); } } Any ideas where I am going wrong? The onActivityResult() seems to be crashing my application. EDIT: This is my class MyObject, its called plan and has a name and an id import android.os.Parcel; import android.os.Parcelable; public class Plan implements Parcelable{ private String name; private String id; public Plan(){ } public Plan(String name, String id){ this.name = name; this.id = id; } public String getName(){ return name; } public void setName(String name){ this.name = name; } public String getId(){ return id; } public void setId(String id){ this.id = id; } public String toString(){ return "Plan ID: " + id + " Plan Name: " + name; } @Override public int describeContents() { // TODO Auto-generated method stub return 0; } @Override public void writeToParcel(Parcel dest, int flags) { dest.writeString(id); dest.writeString(name); } public static final Parcelable.Creator<Plan> CREATOR = new Parcelable.Creator<Plan>() { public Plan createFromParcel(Parcel in) { return new Plan(); } @Override public Plan[] newArray(int size) { // TODO Auto-generated method stub return new Plan[size]; } }; } This is my logcat E/AndroidRuntime( 293): java.lang.RuntimeException: Unable to instantiate activ ity ComponentInfo{com.daniel.android.groupproject/com.me.android.projec t.secondactivity}: java.lang.NullPointerException E/AndroidRuntime( 293): at android.app.ActivityThread.performLaunchActiv ity(ActivityThread.java:2417) E/AndroidRuntime( 293): at android.app.ActivityThread.handleLaunchActivi ty(ActivityThread.java:2512) E/AndroidRuntime( 293): at android.app.ActivityThread.access$2200(Activi tyThread.java:119) E/AndroidRuntime( 293): at android.app.ActivityThread$H.handleMessage(Ac tivityThread.java:1863) E/AndroidRuntime( 293): at android.os.Handler.dispatchMessage(Handler.ja va:99) E/AndroidRuntime( 293): at android.os.Looper.loop(Looper.java:123) E/AndroidRuntime( 293): at android.app.ActivityThread.main(ActivityThrea d.java:4363) E/AndroidRuntime( 293): at java.lang.reflect.Method.invokeNative(Native Method) E/AndroidRuntime( 293): at java.lang.reflect.Method.invoke(Method.java:5 21) E/AndroidRuntime( 293): at com.android.internal.os.ZygoteInit$MethodAndA rgsCaller.run(ZygoteInit.java:860) E/AndroidRuntime( 293): at com.android.internal.os.ZygoteInit.main(Zygot eInit.java:618) E/AndroidRuntime( 293): at dalvik.system.NativeStart.main(Native Method) E/AndroidRuntime( 293): Caused by: java.lang.NullPointerException E/AndroidRuntime( 293): at com.daniel.android.groupproject.login.<init>( login.java:51) E/AndroidRuntime( 293): at java.lang.Class.newInstanceImpl(Native Method ) E/AndroidRuntime( 293): at java.lang.Class.newInstance(Class.java:1479) E/AndroidRuntime( 293): at android.app.Instrumentation.newActivity(Instr umentation.java:1021) E/AndroidRuntime( 293): at android.app.ActivityThread.performLaunchActiv ity(ActivityThread.java:2409) E/AndroidRuntime( 293): ... 11 more

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  • OpenGL 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

    - by ThreaderSlash
    I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here is the line from the code that the debugger complains: mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); And this is the error message: Invalid arguments ' Candidates are: void * eglCreateWindowSurface(void *, void *, unsigned long int, const int *) ' --x-- Here is the declaration: android_app* mApplication; EGLDisplay mDisplay; EGLint lFormat, lNumConfigs, lErrorResult; EGLConfig lConfig; // Defines display requirements. 16bits mode here. const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE }; // Retrieves a display connection and initializes it. packt_Log_debug("Connecting to the display."); mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mDisplay == EGL_NO_DISPLAY) goto ERROR; if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR; // Selects the first OpenGL configuration found. packt_Log_debug("Selecting a display config."); if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR; // Reconfigures the Android window with the EGL format. packt_Log_debug("Configuring window format."); if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR; ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); // Creates the display surface. packt_Log_debug("Initializing the display."); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); --x-- Hope someone here can shed some light on it.

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  • Read On Phone Pushes Data from Your Desktop to the Appropriate Android App

    - by ETC
    Read On Phone is a free Android application that intelligently pushes data to your phone from your bowser. Rather than simply opening the URL on your phone, it opens the appropriate application for the task and formats text. Most send-to-phone type tools simply take the URL of the web page you’re looking at on your computer and shuttle it to your phone. Read On Phone is a more active and effective tool. When you send a page that is text, it formats the text for easy reading on your phone. When you send a YouTube video, map, or telephone number, it opens up the appropriate tool on your phone such as your YouTube viewer, Google Maps, or your phone dialer. In addition to that handy functionality Read On Phone also includes adjustments for day and night reading, font size, auto-scrolling, and pagination. Read On Phone is available as both a Chrome extension and as a bookmarklet for cross-browser use. Hit up the link below for additional information. Read On Phone Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Read On Phone Pushes Data from Your Desktop to the Appropriate Android App MetroTwit is a Sleek Native Twitter Client for Your Windows System Make Efficient Use of Tab Bar Space by Customizing Tab Width in Firefox See the Geeky Work Done Behind the Scenes to Add Sounds to Movies [Video] Use a Crayon to Enhance Engraved Lettering on Electronics Adult Swim Brings Their Programming Lineup to iOS Devices

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  • How to implement physical effect, perspective effect on Android

    - by asedra_le
    I'm researching about 2D game for Android to implement an Android Game Project. My project looks nearly like PaperToss. Instance of throwing a page, my game will throw a coin. Suppose that I have a coin put in three-dimensional that have coordinates at A(x,y,z). I throw that point ahead, after 1/100 second, that coin move from A(x,y,z) to A'(x',y',z'). By this way, I have two problems need to solve. Determine the formulas can be used to compute the coordinates of the coin at time t. This problem is under-researching. I have no idea to solve this problem. Mapping three-dimensional points to a two-dimensional and use those new coordinates (a two-dimensional coordinates) to draw our coin on screen. I have found two solutions for this problem: Orthographic projection & Perspective projection However, my old friend said that OpenGL supports to solve problems like my problems. Any body have experiences about my problems? Help me please :) Thank for reading my question.

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  • How To Scale Canvas In Android

    - by Daniel Braithwaite
    I am writing a android game using Canvas as the way to draw everything, the problem is that when i run it on different android phones the canvas dosn't change size i tried using canvas.scale() but that didn't make a i difference. The code i use for drawing is ... public void draw( Canvas c, int score ) { Obstical2[] obstmp = Queue.toArray(this.o); Coin[] cointmp = QueueC.toArray(this.c); for( int i = 0; i < obstmp.length; i++ ) { obstmp[i].draw(c); } for( int i = 0; i < cointmp.length; i++ ) { cointmp[i].draw(c); } c.drawText(String.format("%d", score ), 20, 50, textPaint); if( isWon && isStarted ) c.drawText("YOU WON", 20, 400, resPaint); else if( isLost && isStarted ) c.drawText("YOU LOST", 20, 400, resPaint); } The function above calls the draw functions for the entity's on the screen, theses function are as follows Draw Function For Obstical : public void draw( Canvas c ) { Log.i("D", "COIN"); coin.draw(c); } Draw Function For Coin : public void draw( Canvas c ) { obstical.draw(c); } How could i make the canvas re-size to it would look the same on any screen ? Cheers Daniel

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  • HTC Android device mounted as USB drive is read-only unless I'm root

    - by Ian Dickinson
    When I connect my HTC Incredible S to my Ubuntu 10.10 system as a USB drive, the device seems to mount OK, but is read-only unless I access it as root. For example, if I run nautilus, I can't drag and drop files to the SD-card in the phone, but if I run sudo nautilus I can. I have USB debug support set on the phone (Applications > Development > USB debugging) and I have added a rule for the device in /etc/udev/rules.d/51-android.rules on my Ubuntu system. Any suggestions as to how I can mount the drive so that I can copy content to the SD card without needing to sudo? Update Following advice from waltinator, I added the following line to my /etc/fstab: UUID=3537-3834 /media/usb1 vfat rw,user,noexec,nodev,nosuid,noauto However, the Android device is still being auto-mounted on /media/usb1 with uid and gid root. Update 2 syslog output: Nov 21 23:38:40 rowan-15 usbmount[4352]: executing command: mount -tvfat -osync,noexec,nodev,noatime,nodiratime /dev/sdd1 /media/usb1 Nov 21 23:38:40 rowan-15 usbmount[4352]: executing command: run-parts /etc/usbmount/mount.d

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  • Storing data for use on Android and Windows Applications

    - by Andy Mepham
    I posted this last night on StackOverflow and was advised to move it over to StackExchange, thank you for taking a moment to look at my question. I'm developing a project proposal for my final year project at University and as I aim to use programming languages I am currently not too familiar with I'm looking for some guidance - I can't include details of my project but hopefully you will understand what I'm after. I'm going to be creating an Android application (in Java) and a Windows Application (in C#) that will ideally access, query and update a remotely hosted Database or set of XML files (this would most likely be over the Internet). I've done some looking around the internet and SQLite seems like a safe-bet for cross-platform manipulation of the database; however I would like to keep the system as lightweight as possible and I'm wondering whether XML files may provide a better alternative? Anyone out there that has experience using SQLite and/or remotely hosted XML for the purposes of Android and/or C# development that could point me in the right direction? If there is an alternative solution other than those I have mentioned I would be interested to hear about them too. Thank you for taking the time to read my question. Edit: The purpose of this application is for a small scale business, the data source would not need to be updated by more than one source but may be view from multiple sources (i.e. through multiple phones and a desktop PC). The database wouldn't be updating masses of data at a time (most likely single rows of a few tables at the most).

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  • OpenGL ES 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Is 'android_createDisplaySurface' compatible only for OGLES 1 and not for OGLES 2? Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • How to Enable Priority Inbox on Android (and Setup Important-Only Notifications)

    - by The Geek
    Yesterday Google released an updated Gmail application for Android 2.2 phones that supports the Priority Inbox feature—and more importantly, allows you to change your notifications to only alert you for important email. Let’s take a look. Note: If you’ve never used Priority Inbox, you should really give it a try—it rearranges your email into what is and isn’t important, and you can customize how it classifies messages easily. The idea is that it learns over time, so if you send a lot of emails back and forth with somebody, it will know that they are probably important—you can manually adjust the settings as well. To update the Gmail application, you’ll want to head into the Market and access Menu –> Downloads, where you should see Gmail in the list, and it should let you update from there. If you don’t see an update, you’re either not running Android 2.2, or it has already updated automatically Latest Features How-To Geek ETC The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Our Favorite Tech: What We’re Thankful For at How-To Geek Settle into Orbit with the Voyage Theme for Chrome and Iron Awesome Safari Compass Icons Set Escape from the Exploding Planet Wallpaper Move Your Tumblr Blog to WordPress Pytask is an Easy to Use To-Do List Manager for Your Ubuntu System Snowy Christmas House Personas Theme for Firefox

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  • Need a good quality bitmap rotation algorithm for Android

    - by Lumis
    I am creating a kaleidoscopic effect on an android tablet. I am using the code below to rotate a slice of an image, but as you can see in the image when rotating a bitmap 60 degrees it distorts it quite a lot (red rectangles) – it is smudging the image! I have set dither and anti-alias flags but it does not help much. I think it is just not a very sophisticated bitmap rotation algorithm. canvas.save(); canvas.rotate(angle, screenW/2, screenH/2); canvas.drawBitmap(picSlice, screenW/2, screenH/2, pOutput); canvas.restore(); So I wonder if you can help me find a better way to rotate a bitmap. It does not have to be fast, because I intend to use a high quality rotation only when I want to save the screen to the SD card - I would redraw the screen in memory before saving. Do you know any comprehensible or replicable algorithm for bitmap rotation that I could programme or use as a library? Or any other suggestion? EDIT: The answers below made me think if Android OS had bilinear or bicubic interpolation option and after some search I found that it does have its own version of it called FilterBitmap. After applying it to my paint pOutput.setFilterBitmap(true); I get much better result

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  • libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

    - by Brandon
    libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop version, the image takes up most all the screen. On the Android phone it only takes up a bit of the screen. Here's the code (not my actual project but I isolated the problem): package com.me.mygdxgame2; import com.badlogic.gdx.*; import com.badlogic.gdx.graphics.*; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.*; import com.badlogic.gdx.scenes.scene2d.*; public class MyGdxGame2 implements ApplicationListener { private Stage stage; public void create() { stage = new Stage(); stage.addActor(new ActorHi()); } public void render() { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.draw(); } public void dispose() {} public void resize(int width, int height) {} public void pause() {} public void resume() {} public class ActorHi extends Actor { private Sprite sprite; public ActorHi() { Texture texture = new Texture(Gdx.files.internal("data/hi.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128)); sprite.setBounds(0, 0, 300.0f, 300.0f); } public void draw(SpriteBatch batch, float parentAlpha) { sprite.draw(batch); } } } hi.png is included in the above link Thank you very much for answering my question. I've spent 3 days trying to figure it out.

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  • Ubuntu for Phones / Touch vs Android, IOS and BlackBerry OS

    - by Ome Noes
    Currently I have a LG Google Nexus 4 with lots of issues because of the latest android 4.3 update. Since the update my battery drains within 7 hours when in it's standby / idle and even faster when I use it normaly! Before the Nexus 4 I had an Iphone but got sick of IOS because for me it's to much of a closed operating system and I dislike having to work with either Windows or Itunes. At this point neither Google or LG is willing to provide me (and all the others that have similar Nexus 4 problems) with a solution or even a reaction... Also i'm not very fond of the idea that the NSA (and maybe others) can and is currently monitoring millions of Android, IOS and BlackBerry OS devices all over the world. Since i've been using Ubuntu now very happily for almost 5 years I see Ubuntu for Phones / Touch as the only remedy for all this BS. Please be so kind to let me know when you will have a fully functioning version of your Ubuntu for Phones / Touch ready for consumer use. I'm realy sad that the Ubuntu Edge campaign didn't work out and hope to see lots and lots of future smartphones outfitted with Ubuntu a.s.a.p.! Keep up the good work!

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